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Glossary
B
In networking, what are bandwidth
and latency?
Bandwidth and latency are the two main factors governing the
performance of a network. Bandwidth, typically measured in
bits per second, is the rate at which data flows over the
network. Latency is the time that elapses between a request for
information and its arrival. Bandwidth is a measure of capacity
rather than speed, but just as more water flows through a wide river
than a small creek, high bandwidths generally result in faster
networks. Unfortunately, a high latency can tremendously degrade the
performance of even the largest capacity network. Because the speed
of light is finite, there will always be some latency present, but
slow servers, inefficient data packing, and excessive network
hopping can add up to a lot of transmission delay. Also, while most
vendors advertise the theoretical bandwidths of their products, due
to bottlenecks, hardware problems, and high loads, the effective
bandwidth will usually be substantially less.
For a scorecard of the bandwidths and other characteristics of a
number of networking technologies, see:
http://www.ee.siue.edu/~bnoble/comp/networks/docs/lan-technology.html
The above document doesn't address latencies, but
modems typically have values of around 100 milliseconds, vastly
higher than any of the technologies reviewed on the scorecard. For a
good overview of latency and its effects, read Stuart Cheshire's
It's the Latency, Stupid, at:
http://www.stuartcheshire.org/rants/Latency.html
Also see:
What are bitmap and vector
graphics and how are they different?
A bitmap (also called "raster") graphic is created from rows of
different colored pixels that together form an image. In their
simplest form, bitmaps have only two colors, with each pixel being
either black or white. With increasing complexity, an image can
include more colors; photograph-quality images may have millions.
Examples of bitmap graphic formats include
GIF,
JPEG,
PNG,
TIFF,
XBM, MacPaint, BMP, and PCX as well as bitmap (i.e., screen)
fonts. The image displayed on a computer monitor is also a bitmap,
as are the outputs of printers, scanners, and similar devices. They
are created using paint programs like Adobe Photoshop.
Vector (also known as "object-oriented") graphics are constructed
using mathematical formulas describing shapes, colors, and
placement. Rather than a grid of pixels, a vector graphic consists
of shapes, curves, lines, and text which together make a picture.
While a bitmap image contains information about the color of each
pixel, a vector graphic contains instructions about where to place
each of the components. It is even possible to embed a bitmap
graphic within a vector graphic, which is how vector-bitmap hybrid
graphics work. It is not possible, however, to embed vector
information within a bitmap. Examples of vector graphic formats are
PICT, EPS, and WMF as well as
PostScript and TrueType fonts. These are created with GIS and
CAD applications as well as drawing programs like FreeHand.
SVG, or Scalable Vector Graphics, is a language for describing
vector graphics in
XML. With SVG, you can code graphics directly into an XML
document. For more information about SVG, see:
http://www.wdvl.com/Authoring/Languages/XML/SVG/
As described below, bitmap and vector graphics both have their
strengths and weaknesses:
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In general, a bitmap graphic is much larger than a similar
vector graphic.
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Bitmap graphics are resolution dependent. If you enlarge a
bitmap graphic, it will look jagged. When shrunk, its features
become indistinct and fuzzy. This does not happen with vector
graphics as their shapes are redrawn to compensate for changes
in resolution.
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Altering vector graphics is easy because the shapes within them
can be ungrouped and edited individually. However, vector
graphics are difficult to modify or even display when they are
not opened in programs that understand their rendering
languages. For example, while many
Mac OS drawing programs easily display and edit PICT files,
few are able to do anything at all with WMF files. Most paint
applications, however, are capable of opening many different
kinds of bitmap graphic formats.
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You can easily convert one kind of bitmap file into another. You
can also convert a vector graphic into a bitmap. However, it is
very difficult to convert a bitmap graphic into a true vector
graphic. It is even difficult to convert one kind of vector
graphic into another (e.g., PICT to WMF).
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Vector graphics are not appropriate for complex images (e.g.,
digitized photographs).
Also see:
What is a binary file?
A binary file is one in which the eighth
bit of each
byte is used for data. Computers and programs can read binary
files, but people cannot. Executable files, compiled programs,
Microsoft Word documents, SAS and SPSS system files, and
spreadsheets are all examples of binary files.
Files that contain machine-specific codes (i.e., processor-specific
microcode) are binary files. However, not all binary files contain
processor-specific codes. Some binary files contain text or data in
a non-ASCII format that is unrelated to the microcode used by the
processor. For example, most graphics files, all compressed files,
and many other file types use all eight bits per byte, so are called
binary.
Also see:
What is a bit?
A bit is a
binary digit, the smallest increment of data on a computer. A
bit can hold only one of two values: 0 or 1, corresponding to the
electrical values of off or on, respectively.
Because bits are so small, you rarely work with information one bit
at a time. Bits are usually assembled into a group of eight to form
a
byte. A byte contains enough information to store a character,
like "h".
Also see:
What is a block?
A block is the smallest logically addressable unit of data that a
specified device can transfer in an input/output operation (512 or
1024 contiguous
bytes for most disk devices).
Also see:
What is a broadcast or data storm?
A broadcast or data storm is excessive transmission of broadcast
traffic in a network. This happens when a broadcast across a network
results in even more responses, and each response results in still
more responses, in a snowball effect. If network traffic reaches
near 100 percent of the available
bandwidth, all network traffic can be blocked.
Broadcast storms are often caused by a defective network adapter or
defective cabling, where the card or cable floods the network with
packets. This can be fixed quickly by disconnecting the computer
system from the network and then replacing the
Ethernet card, or by checking the network cable for any breaks,
kinks, or loosened connectors, and then making repairs as needed. A
broadcast storm can prevent access to server resources, or cause an
entire network to go down.
Broadcast and data storms can also be caused by an intentional
attack with the purpose of bringing down network systems. When this
is the case, they are called distributed denial of service (DDoS)
attacks. To prevent your computer from being a victim of or
participant in a DDoS attack, make sure you have installed the
latest security patches and have all your software up to date. For
more information about DDoS attacks and defense against them, visit
the following URLs:
http://searchsecurity.techtarget.com/bestWebLinks/0,289521,sid14_tax281936,00.html
http://www.opensourcefirewall.com/ddos_whitepaper_copy.html
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What is a buffer?
A buffer is an internal
memory area used for temporary storage of data during input or
output operations. This storage area is usually in
RAM.
A buffer can be used in different ways. Most programs (e.g., word
processors, graphics programs) keep track of changes in the buffer
and then copy the buffer to a disk. Buffers are also used for
printing. When you print, your computer copies the document to a
print buffer. The printer runs in the background while your computer
performs other tasks. This is called spooling.
Also see:
What is a byte?
"Byte" is an abbreviation for "binary
term". A single byte contains eight consecutive
bits, and is capable of storing a single character.
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What was BITNET, and what happened
to it?
Based on
IBM's VNET, which the company used for internal communications,
the Because It's Time NETwork, or BITNET, was launched in 1981. It
first connected
Yale to
CUNY, but throughout the 1980s, BITNET experienced rapid growth,
reaching thousands of computers in the US and Mexico. Sister
networks, physically part of BITNET but governed by different
bodies, formed in Canada (NetNorth), Europe (European Academic and
Research Network, or EARN), Japan (AsiaNet), and other locales. It
became the preeminent network for universities and research
institutions worldwide. Through it, users could exchange electronic
mail, files, and interactive messages between member institutions. A
number of today's popular technologies, including
LISTSERV mailing lists, originated on BITNET.
Compared to the
Internet, BITNET was not robust, nor did it have much
bandwidth. To reduce costs, network traffic passed between two
institutions by just one path. Partially making up for this lack of
redundancy was BITNET's foundation as a store-and-forward network.
As it passed to its destination, data was often relayed through
several institutions or nodes. Each node would temporarily store
this data before forwarding it to the next. If there was a temporary
break in the network preventing a node from forwarding its traffic,
it could hold the data until the network became available again.
As the Internet grew and became more affordable, it became apparent
that BITNET was obsolete. In 1996, BITNET's managing body, the
Corporation for Research and Educational Networking (CREN),
recommended that its members terminate their use of BITNET by the
end of that year. Today, BITNET in its original form is largely
defunct. However, BITNET II, which uses the Internet as a medium to
transfer BITNET protocols, is still in use by some institutions.
Also see:
What is bus mastering?
Bus mastering is a bus design that allows a peripheral (plug-in
board) to access the computer's
memory independently of the CPU. This allows data transfer
between the peripheral and the main system memory while the CPU is
being used by other devices. Bus mastering usually requires that the
adapter or peripheral have its own built-in processor so that it can
operate independently of the CPU. A bus-mastering peripheral can
control the bus and act as if it were the entire computer system.
The most common bus mastering devices are hard drive controllers
(e.g.,
IDE,
SCSI), video adapters, and network interface cards. Bus
mastering can function independently of the bus architecture. Bus
mastering adapters can be ISA, EISA,
VLB, PCI,
AGP,
USB, or
FireWire. Currently, most bus mastering on PCs is done on the
PCI bus. In addition, support has been added for IDE/ATA hard disk
drives to do bus mastering on PCI under certain conditions.
In theory, bus mastering can allow the processor to do other work
simultaneously, but in practice, there can be some complications. In
order to do bus mastering properly, a facility to arbitrate between
requests to "take over the bus" must exist. The system chipset
handles these requests. Bus mastering is also known as "first party"
DMA (Direct Memory Access), since the device doing the transfer
controls the work.
For additional information on bus mastering, please see:
http://www.pcguide.com/ref/mbsys/buses/func_Mastering.htm
Also see:
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